Systems and methods for segmented collection mechanics

ABSTRACT

Systems and methods are provided for playing a video game in which a user is associated with a particular gaming level in a plurality of gaming levels and is subjected to one or more challenges in an action format. The user responds to the challenges. The user is provided with a first mechanism for acquiring a first subpart, from among a plurality of subparts, at a time when the user has collected none of the subparts. The subparts collectively define a virtual composite item that has functional value within the game and the subparts do not have functionality within the game until the user has collected the entire plurality of subparts. Subsequently, the user is provided with a second mechanism for acquiring a second subpart from among the plurality of subparts. Use of the virtual composite item is enabled when the user has collected all the subparts.

TECHNICAL FIELD

The present application is generally directed to incentivizing users toplay video games using segmented collection mechanics.

BACKGROUND

With the advent of increasingly powerful mobile devices, betterconnectivity, new generations of gaming consoles, and smart televisions,to name a few recent innovations, the video gaming industry isadvancing. Despite these and other technological advances, the challengeremains to game developers to make their respective video gamesinteresting to users so that they may recoup their investment in makingsuch video games. Apart from a captivating story line and action, thischallenge is often addressed within video games by a balanced gameeconomy. That is, the game economy is constructed in such a way that itprovides a balance between (i) the size of the rewards given to users inexchange for monetary compensation or demonstration of skill and (ii)maintenance of a sufficient level of game difficulty to keep usersengaged.

If the awards provided in a video game are too large or distributed toofrequently, the game will be deemed too easy to master and userretention will degrade. Moreover, if the awards are too large, the userwill not be inclined to spend more money to acquire future awards. If,on the other hand, awards are too small or are not distributedfrequently enough, the game will be deemed too difficult to master anduser retention will degrade in such situations as well.

Given the above background, new and innovative ways to provide rewardsto users in exchange for monetary compensation or skill are needed inthe art in order to improve user retention in video games and to improvethe return on video game investment.

SUMMARY

The present disclosure addresses the above-identified need in the art byproviding new and innovative ways to provide rewards to users inexchange for monetary compensation or demonstration of skill. A durableor semi-durable collection mechanic is invoked in which an item withpermanent or obsolescence value is divided into a collection mechanicsscheme in which all subparts need to be collected by the user in orderto unlock the total potential of the item. For instance, if the item isa car in racing game, the user needs to collect all five blueprints(subparts) to get the car because the individual blueprints provide novalue other than being discrete steps toward acquiring the car.

Advantageously, the disclosed innovative collection mechanics schemeallows for the provision, within the game economy, of awards on a morefrequent basis. Game users believe they are acquiring something ofvalue, and remain engaged in the video game. Yet the individualsubparts, by themselves, have no functional utility and so do not uprootthe game economy. The users remain engaged, willing to demonstrate skillby overcoming new challenges, and willing to spend more game currencyfor the chance to win additional subparts to unlock the total potentialof the desired virtual composite item. As such, the disclosed systemsand methods enhance the perceived value of virtual composite items andthus provide a mechanism by which game developers can provide game userswith something of perceived value without uprooting the game economy andmaking the game too easy to master.

One aspect of the present disclosure provides systems and methods forplaying a video game. In some embodiments the game is formatted so thata user of the game is associated with a particular gaming level in aplurality of gaming levels and is subjected to one or more challenges.As part of game play, the user responds to the challenges. Often, thelevel of difficulty of such challenges is a function of the gaming levelof the user. As some point in the game, the user is provided with afirst mechanism for acquiring a first subpart, from among a plurality ofsubparts, at a time when the user has collected none of the subparts orless than the plurality of subparts. The subparts collectively define avirtual composite item that has functional value within the game. Thesubparts, individually, do not have functionality within the game untilthe user has collected all the subparts. Subsequently, afterpresentation of the first mechanism, the user is provided with a secondmechanism for acquiring a second subpart from among the plurality ofsubparts. This process of subpart acquisition continues until the userhas collected all the subparts in the plurality of subparts that isassociated with the virtual composite item. Use of the virtual compositeitem is enabled within the video game when the user has collected allthe subparts.

Computing Systems.

Another aspect of the present disclosure provides a computing system(e.g., a handheld computing device, a desktop computing device, atablet, a smart television, a server, a phone, etc.) for playing a videogame. The computing system comprises one or more processors and memorystoring one or more programs for execution by the one or moreprocessors. The one or more programs singularly or collectively executea method in which a user is subjected to one or more challenges in anaction format. At least initially, the user is associated with a firstgaming level in a plurality of discrete gaming levels associated withthe game. Instructions from a user that are responsive to the one ormore challenges are received. The user is provided with a firstmechanism for acquiring a first subpart, from among a plurality ofsubparts, at a stage in the game in which the user has collected none ofthe subparts in the plurality of subparts. The subparts of the pluralityof subparts collectively define a virtual composite item that has avalue within the game. The subparts do not have functionality within thegame until the user has collected the entire plurality of subparts. Oncethe user has acquired the first subpart, a second mechanism is providedto the user for acquiring a second subpart from among the plurality ofsubparts. The use of the virtual composite item is enabled when the userhas collected the entire plurality of subparts.

In some embodiments, the first mechanism is a chance to acquire thefirst subpart by displaying a plurality of representations, eachrespective representation in the plurality of representationscorresponding to an item in a plurality of items. Each respective itemin the plurality of items has a corresponding item characteristic gradein a plurality of item characteristic grades. Each respective item inthe plurality of items is associated with a probability of being awardedthat is determined, at least in part, by the characteristic grade of therespective item. At least one item in the plurality of times is thefirst subpart, and thus the user has a probability, less than unity(e.g., less than a 100 percent chance), of winning the first subpart.Further, a cost of the chance is displayed. Responsive to the userselecting an affordance that commits the user to paying the cost of thechance, the user is awarded with a single item from among the pluralityof displayed items. The selected single item that is awarded to the useris chosen in accordance with the probability associated with each itemin the plurality of items. In some embodiments, the cost for the chanceis payable through a first form of currency. In some embodiments, theuser acquires this first form of currency through payment of monetaryfunds. In some alternative embodiments, the user acquires this firstform of currency through successful completion of the one or morechallenges (e.g., through demonstrations of game skill).

In some embodiments, each subpart in the plurality of subparts is aportion of the blueprints for making the virtual composite item. In somesuch embodiments, the virtual composite item is a defensive base, anoffensive base, a weapon, or a car.

In some embodiments, each subpart in the plurality of subparts is aningredient for the making of the virtual composite item. In some suchembodiments, the virtual composite item is a magic spell, a potion, arecipe, a bomb, or a medicine.

In some embodiments, upon satisfactory completion of the one or morechallenges, the gaming level of the user is advanced from the firstgaming level to a second gaming level in the plurality of discretegaming levels. In some embodiments, the user is not afforded the chanceto win second or subsequent subparts of the plurality of subparts untilthe user has reached the second gaming level.

In some embodiments, the virtual composite item is a weapon, a tool, apotion, a user progression upgrade, a user health status upgrade, or auser power status upgrade.

In some embodiments, the game is characterized by a graph having aplurality of nodes connected by edges in a plurality of edges. Each nodein the plurality of nodes is associated with a gaming level in theplurality of discrete gaming levels. Each edge in the plurality of edgesrepresents one or more obstacles (e.g., challenges). Progression from afirst node to a second node in the plurality of nodes occurs along acorresponding edge in the graph that links the first and second nodes byuser completion of one or more obstacles associated with thecorresponding edge. In some such embodiments, the value of the virtualcomposite item remains constant over the entire directed graph. In somesuch embodiments, the value of the virtual composite item diminishesupon node advancement.

In some embodiments, the one or more challenges comprises a campaign inwhich an avatar of the user is posed against a plurality of defendantsin a three dimensional action hand-to-hand combat format. In some suchembodiments, the avatar and the plurality of defendants are adverse toeach other and the avatar has an ability to handle a weapon.

In some embodiments, the one or more challenges comprise a campaign inwhich an avatar of the user is posed against a plurality of defendantsin a three dimensional action shooting format. In some such embodiments,the avatar and the plurality of defendants are adverse to each other andfire weapons at each other and the avatar has an ability to fire aweapon in three dimensions.

Non-Transitory Computer Readable Storage Medium.

Another aspect of the present disclosure provides a non-transitorycomputer readable storage medium comprising instructions for executionby one or more processors to perform a method of playing a video game.The user is subjected to one or more challenges in an action format. Theuser is associated, at least initially, with a first gaming level in aplurality of discrete gaming levels associated with the game.Instructions from a user responsive to the one or more challenges arereceived. The user is provided with a first mechanism for acquiring afirst subpart from among a plurality of subparts at a stage in the gamein which the user has collected none of the subparts in the plurality ofsubparts. The subparts in the plurality of subparts collectively definea virtual composite item that has a value within the game. The subpartsdo not have functionality within the game until the user has collectedthe entire plurality of subparts. Subsequent to acquisition of the firstsubpart, the user is provided with a second mechanism for acquiring asecond subpart from among the plurality of subparts. The use of thevirtual composite item is enabled when the user has collected the entireplurality of subparts.

In some embodiments, the first mechanism is a chance to acquire thefirst subpart by displaying a plurality of representations, eachrespective representation in the plurality of representationscorresponding to an item in a plurality of items. Each respective itemin the plurality of items has a corresponding item characteristic gradein a plurality of item characteristic grades, and each respective itemin the plurality of items is associated with a probability of beingawarded that is determined, at least in part, by the characteristicgrade of the respective item. At least one item in the plurality oftimes is the first subpart. In accordance with the first mechanism, acost for the chance is displayed and, responsive to the user selectingan affordance that commits the user to paying the cost, the user isawarded with a single item from among the plurality of items, where theselected single item that is awarded to the user is chosen in accordancewith the probability associated with each item in the plurality ofitems. In some such embodiments, although the user is not told which ofthe items the user will win, the user is guaranteed that the itemawarded will have a minimum value.

In some embodiments, each subpart in the plurality of subparts is aportion of the blueprints for the making the virtual composite item. Insome embodiments, the virtual composite item is a defensive base, anoffensive base, a weapon, or a car. In some embodiments, each subpart inthe plurality of subparts is an ingredient for the making the virtualcomposite item. In some such embodiments, the virtual composite item isa magic spell, a potion, a recipe, a bomb, or a medicine.

In some embodiments, upon satisfactory completion of the one or morechallenges, the gaming level of the user is advanced from the firstgaming level to a second gaming level in the plurality of discretegaming levels. In some embodiments, the second mechanism for providingthe second subpart is provided contingent upon the user reaching thesecond gaming level.

In some embodiments, the virtual composite item is a weapon, a tool, apotion, a user progression upgrade, a user health status upgrade, or auser power status upgrade.

In some embodiments, the game is characterized by a graph having aplurality of nodes connected by edges in a plurality of edges. Each nodein the plurality of nodes is associated with a gaming level in theplurality of discrete gaming levels. Each edge in the plurality of edgesrepresents one or more obstacles. Progression from a first node to asecond node in the plurality of nodes occurs along a corresponding edgein the graph that links the first and second nodes by user completion ofone or more challenges associated with the corresponding edge. In someembodiments, the value of the virtual composite item remains constantupon progression from node to node in the directed graph. In otherwords, the virtual composite item has permanent or semi-permanent valuein such embodiments. In some embodiments, the value of the virtualcomposite item diminishes upon progression from node to node in thedirected graph. In other words, the virtual composite item hasobsolescence value in such embodiments.

Methods.

Another aspect of the present disclosure provides a method for playing avideo game in which a user is subjected to one or more challenges in anaction format, where the user is associated, at least initially, with afirst gaming level in a plurality of discrete gaming levels associatedwith the game. Instructions from a user responsive to the one or morechallenges are received. The user is provided with a first mechanism foracquiring a first subpart from among a plurality of subparts at a stagein the game in which the user has collected none of the subparts in theplurality of subparts. The subparts in the plurality of subpartscollectively define a virtual composite item that has a value within thegame. The subparts do not have functionality within the game until theuser has collected the entire plurality of subparts. At a time after theuser has acquired the first subpart, the user is provided with a secondmechanism for acquiring a second subpart from among the plurality ofsubparts. Use of the virtual composite item is enabled when the user hascollected the entire plurality of subparts.

In some embodiments, the game is characterized by a graph having aplurality of nodes connected by edges in a plurality of edges. Each nodein the plurality of nodes is associated with a gaming level in theplurality of discrete gaming levels. Each edge in the plurality of edgesrepresents one or more challenges. Progression from a first node to asecond node in the plurality of nodes occurs along a corresponding edgein the graph that links the first and second nodes by user completion ofone or more obstacles associated with the corresponding edge. In someembodiments, the value of the virtual composite item remains constantupon progression from node to node in the directed graph. In someembodiments, the value of the virtual composite item diminishes uponprogression from node to node in the directed graph.

BRIEF DESCRIPTION OF THE DRAWINGS

The implementations disclosed herein are illustrated by way of example,and not by way of limitation, in the figures of the accompanyingdrawings. Like reference numerals refer to corresponding partsthroughout the drawings.

FIG. 1 is an example block diagram illustrating a computing system, inaccordance with some implementations of the present disclosure.

FIG. 2 is an example block diagram illustrating a client computingdevice, in accordance with some implementations of the presentdisclosure.

FIG. 3 is an example block diagram illustrating a gaming server, inaccordance with some implementations of the present disclosure.

FIG. 4 is an example flow chart illustrating a method for playing avideo game, in accordance with some implementations of the presentdisclosure.

FIGS. 5A, 5B, and 5C provide another example flow chart illustrating amethod for playing a video game, in accordance with some implementationsof the present disclosure.

FIG. 6 is a screen image showing an example initial interface of a videogame, in accordance with an embodiment of the present disclosure.

FIGS. 7 and 8 are screen images showing the item upgrades available forcorresponding items, in accordance with an embodiment of the presentdisclosure.

FIG. 9 is a screen image showing the challenges that are available for auser, and the order by which such challenges must be completed, inaccordance with an embodiment of the present disclosure.

FIG. 10 is a screen image of a particular challenge, in accordance withan embodiment of the present disclosure.

FIG. 11 is a screen image of an offer to acquire an item, in accordancewith an embodiment of the present disclosure.

FIG. 12 is a screen image of a mystery box offering, in accordance withan embodiment of the present disclosure.

FIG. 13 is a screen image of the progress a user has made in acquiringthe respective subparts in a plurality of subparts of a virtualcomposite item, in accordance with an embodiment of the presentdisclosure.

Like reference numerals refer to corresponding parts throughout thedrawings.

DESCRIPTION OF IMPLEMENTATIONS

Disclosed are systems and methods for playing a video game in which auser is associated with a particular gaming level in a plurality ofgaming levels and is subjected to one or more challenges in an actionformat. The user responds to the challenges. The user is provided with afirst mechanism for acquiring a first subpart, from among a plurality ofsubparts, at a time when the user has collected none of the subparts.The subparts collectively define a virtual composite item that hasfunctional value within the game once the user has collected all thesubparts. The subparts do not have functionality within the game untilthe user has collected the entire plurality of subparts. At some pointthe user is provided with a second mechanism for acquiring a secondsubpart from among the plurality of subparts. Such mechanisms areafforded to the user until the user has acquired all of the subpartsassociated with a virtual composite item. Use of the virtual compositeitem is enabled when the user has collected all the subparts.

Additional details of implementations are now described in relation tothe Figures.

FIG. 1 is a block diagram illustrating a computing system 100, inaccordance with some implementations. In some implementations, thecomputing system 100 includes one or more computing devices 102 (e.g.,computing devices 102A, 102B, 102C, 102D . . . , and 102N), acommunication network 104, and one or more gaming server systems 106. Insome implementations, a computing device 102 is a phone (mobile orlandline, smart phone or otherwise), a tablet, a computer (mobile orotherwise), or a hands free computing device.

In some implementations, a computing device 102 is used by a video gameto subject the user to one or more challenges in an action format. As anexample of such a challenge, in some embodiments, an avatar of the useris posed against multiple defendants of a base not associated with theuser. For instance, the base may be associated with another user. Theuser infiltrates the opposing base in a three dimensional actionshooting format in which the avatar and the base defendants are adverseto each other and fire weapons at each other. Advantageously, the avatarhas an ability to fire a weapon in three dimensions, and explore thebase in three dimensions, during such campaigns. Here, the one or morechallenges comprise infiltrating the base by compromising the basedefendants. Continuing with this example, instructions from the userresponsive to the one or more challenges are received. In the instantexample, these instructions comprise instructions on where to positionthe avatar within the video game environment, weapon selection, andweapon usage instructions. In typical embodiments, successful completionof the one or more challenges (e.g., in the instant example, terminationof the base defendants and infiltration of the base) leads to the awardof game credit to the user. The user has the option to use such gamecredit to buy better items (e.g., weapons) or upgrade existing items.The acquisition of new items, or the improvement in characteristics ofitems already in possession, allows the user to infiltrate enemy baseswith greater ease.

In accordance with the present disclosure, the user is provided with afirst mechanism for acquiring a first subpart from among a plurality ofsubparts at a stage in the game in which the user has collected none ofthe subparts in the plurality of subparts. The subparts in the pluralityof subparts collectively define a virtual composite item that has avalue within the game. For instance, in some embodiments, the virtualcomposite item is a complete set of blueprints for a base or a weapon.In the present disclosure, the subparts do not have functionality withinthe game until the user has collected the entire plurality of subparts.For instance, in the case where the subparts are component blueprints,the user does not have access to the subject of the blueprints (e.g.,weapon, base, etc.) until the user has collected the complete set ofblueprints.

Subsequent to acquisition of the first subpart, the user is providedwith a second mechanism for acquiring a second subpart from among theplurality of subparts. In this way, the user collects each of thesubparts in the plurality of subparts in order to gain access to thevirtual composite item uniquely represented by the plurality ofsubparts. In some embodiments, the plurality of subparts consists of twosubparts and the user must obtain both subparts in order to gain accessto the virtual composite item associated with the subparts. In someembodiments, the plurality of subparts consists of three subparts andthe user must obtain all three subparts in order to gain access to thevirtual composite item associated with the subparts. In someembodiments, the plurality of subparts consists of four subparts and theuser must obtain all four subparts in order to gain access to thevirtual composite item associated with the subparts. In someembodiments, the plurality of subparts comprises five or more subpartsand the user must obtain all of the five or more subparts in order togain access to the virtual composite item associated with the subparts.

When the user selects an item, or an item upgrade (e.g., a baseupgrade), the associated cost of the transaction is deducted from theuser's game credit.

In some implementations, the computing device 102 includes a game module44 that facilitates the above identified actions. In someimplementations, the computing device 102 also includes a user profile48. The user profile 48 stores characteristics of the user such as whichsubparts of the plurality of subparts of virtual composite items 50 theuser has acquired, game credit 60 that the user has acquired, the healthof the user and the level 64 that the user has acquired throughsuccessful completion of one or more challenges, and optionally theitems (e.g., weapons) 66 that the user has acquired. In someembodiments, the virtual composite items/subparts 50 are stored as items66, and the subparts are listed as item characteristics.

In some implementations, the computing device 102 also includes acommunications module 46. The communications module 46 is used tocommunicate with gaming server 106, for instance, to face additionalchallenges, shop for additional items, shop for item upgrades, reviewgame credit, or report game credit.

In some implementations, the communication network 104 interconnects oneor more computing devices 102 with each other, and with the gamingserver system 106. In some implementations, the communication network104 optionally includes the Internet, one or more local area networks(LANs), one or more wide area networks (WANs), other types of networks,or a combination of such networks.

In some implementations, the gaming server system 106 includes a gamingserver module 318, a user profile database 336, a level database 346comprising a plurality of levels 348, and an item database 328. In someembodiments, the gaming server module 318, through the game module 44,provides players (users) with one or more challenges in the form oflevels 348. In some embodiments each level 348 includes one or morechallenges and the user can select from among these challenges. Forinstance, in the example where the game is a racing game, a given level348 may have multiple racing circuits. The completion of any one ofthese racing circuits represents a challenge in such embodiments. Insome embodiments, as the user advances through levels, the challenges ineach level become more difficult. In the car racing example, the racingcircuits become more difficult to complete on a competitive basis. Inthe base infiltration video game example described above, a level 348challenges a user to infiltrate a base.

In some embodiments, as a user successfully completes the one or morechallenges of a certain level 348, their skill level advances, theyacquire game credit, and/or they advance to more difficult levels 348.

In some embodiments, a user is provided with, obtains, purchases, orotherwise acquires one or more items, such as weapons, cars, etc. to usein the video game to address challenges. In some embodiments, a userpurchases item upgrades or new items altogether. In some embodiments, auser may not purchase such item upgrades or new items but, rather,acquires such upgrades and new items by earning game credit through thesuccessful completion of one or more challenges of levels of the game.In some embodiments, the user may earn game credit by purchase or bysuccessful completion of one or more challenges. In some embodiments,there are two or more currencies in a game, and the identity of eachsuch currency is determined by the currency acquisition means. Forinstance, in some embodiments, there are two forms of currency, onewhich is purchased using cash and one which is acquired by successfullyaddressing challenges.

In some embodiments, the gaming server module 318 provides users with aninterface for acquiring item upgrades or new items. In some embodiments,the gaming server module 318 uses the item database 328 to track whichitems, which item upgrades, and which item characteristics are supportedby the game. In some embodiments, the item database 328 providescategories of items and the user first selects an item category and thenan item in the selected item category. In one example, the items areweapons and exemplary weapons categories include, but are not limitedto, assault rifles, sniper rifles, shotguns, Tesla rifles, grenades, andknife-packs.

In some embodiments, users are ranked into tiers based on the mostdifficult level 348 they have completed. In one example, tier 1 is abeginner level whereas tier 10 represents the most advanced level. Thatis, there is a one-to-one correspondence between tier and level, in suchan example. Users begin at an initial tier (e.g., tier 1) and as theysuccessfully complete levels 348 their tier level advances (e.g., totier 2 and so forth). In some embodiments, there is a many-to-onerelationship between levels and tiers. In such embodiments, the usermust successfully complete several levels before advancing by a tier. Insome embodiments, the items available to a player in each items categoryin item database 328 are dependent upon their tier level. In this way,as the user advances to more advanced tiers, more advanced items areunlocked in items database 328 and thus made available to the user. Forexample, in a game in which the items include weapons, in the assaultrifles category, at the tier 1 level, item database 328 provides aCommando XM-7, a Raptor Mar-21, and a Viper X-72. In some embodiments,in the sniper rifles category, at the tier 1 level, weapon item 328provides a Scout M390, a Talon SR-9, and a Ranger 338LM. In someembodiments, in the shotguns category, at the tier 1 level, itemdatabase 328 provides a SWAT 1200, a Tactical 871, and a Defender. Insome embodiments, in the Tesla rifles category, at the tier 1 level,item database 328 provides an M-25 Terminator, a Tesla Rifle 2, and aTesla Rifle 3. In some embodiments, item database 328 further providesgrenades (e.g., frag grenades for damaging groups of enemies crowdedtogether and flushing out enemies hiding behind doors or corners) andknife-packs. In some such embodiments, the characteristics of theseitems are tiered. For example, in some embodiments, the accuracy of aweapon may be upgraded to a certain point, the point being determined bythe user's tier level. In some embodiments, the terms “tier”, “level”and “tier level” are interchangeable.

In some embodiments, gaming server module 318 maintains a profile in theuser profile database 336 of each user playing the game on a computingdevice 102. In some embodiments, there are hundreds, thousands, tens ofthousands or more users playing instances of the game on correspondingcomputing devices 102 and a gaming server module 318 stores a profilefor each such user in user profile database 336. In some embodiments,the user profile database 336 does not store an actual identity of suchusers, but rather a simple login and password. In some embodiments, theprofiles in the user profile database 336 are limited to the logins andpasswords of users. In some embodiments, the profiles in user profiledatabase 336 are limited to the logins, passwords, and the levels ofusers. In some embodiments, the profiles in user profile database storemore information about each user, such as amounts (and types) of gamecredit, types of items owned, characteristics of such items, and whichsubparts of which virtual composite items the user has acquired. In someembodiments, the user profile in the user profile database 336 includesa limited amount of information whereas a user profile 48 on a computingdevice 102 associated with the user contains more information. Forexample, in some embodiments, the user profile in user profile database336 includes user login and password and game credit acquired whereasthe user profile 48 on the computing device 102 for the same userincludes information on items owned by the user, and the characteristicsof such items. It will be appreciated that any possible variation ofthis is possible, with the profile for the user in user profile database336 including all or any subset of the data associated with the user andthe user profile 48 for the user on the corresponding computing device102 including all or any subset of the data associated with the user. Insome embodiments, there is no user profile 48 stored on computing device102 and the only profile for the user is stored on gaming server 106 inuser profile database 336.

FIG. 2 is an example block diagram illustrating a computing device 102,in accordance with some implementations of the present disclosure. Thecomputing device 102 in some implementations includes one or moreprocessing units CPU(s) 22 (also referred to as processors), one or morenetwork interfaces 20, a user interface 32, a memory 36, and one or morecommunication buses 30 for interconnecting these components and one ormore power sources 24 for powering these components. The communicationbuses 30 optionally include circuitry (sometimes called a chipset) thatinterconnects and controls communications between system components. Thememory 36 typically includes high-speed random access memory, such asDRAM, SRAM, DDR RAM or other random access solid state memory devices,and optionally includes non-volatile memory 14, such as one or moremagnetic disk storage devices, flash memory devices, or othernon-volatile solid state storage devices optionally accessed by acontroller 12. The memory 36 optionally includes one or more storagedevices remotely located from the CPU(s) 22. The memory 36, oralternatively the non-volatile memory device(s) within the memory 36,comprises a non-transitory computer readable storage medium. In someimplementations, the memory 36 or alternatively the non-transitorycomputer readable storage medium stores the following programs, modulesand data structures, or a subset thereof:

-   -   optionally, an operating system 40, which includes procedures        for handling various basic system services and for performing        hardware dependent tasks;    -   optionally, a file system 42 which may be a component of        operating system 40, for managing files stored or accessed by        the computing device 102;    -   a game module 44 for subjecting a user to one or more challenges        in an action format;    -   a communications module (or instructions) 46 for connecting the        device 102 with other devices (e.g., the gaming server 106 and        the devices 102B . . . 102N) via one or more network interfaces        20 (wired or wireless), and/or the communication network 104        (FIG. 1);    -   a user profile 48 for tracking the aspects of the user, the user        profile 48 including:        -   one or more virtual composite items 50 associated with the            user, including, for each respective virtual composite items            50, each respective virtual composite item, which subparts            52 the user has acquired;        -   an accounting of game credit 60, the game credit 60            optionally consisting of more than one class, such as a            first game credit class through an N^(th) game credit class            62, where N is a positive integer greater than one;        -   a health and/or tier level of the user 64; and        -   one or more items 66 obtained by the user, and for each such            item, the characteristics of the item (e.g., in the case of            a weapon, armed guard firing rate, armed guard firepower,            armed guard reload rate, etc. in the case of a car, make,            model, color, engine size, etc.).

In some implementations, the user interface 32 includes an input device(e.g., a mouse or keyboard 28) for a user to interact with the computingdevice 102.

In some implementations, one or more of the above identified elementsare stored in one or more of the previously mentioned memory devices,and correspond to a set of instructions for performing a functiondescribed above. The above identified modules or programs (e.g., sets ofinstructions) need not be implemented as separate software programs,procedures or modules, and thus various subsets of these modules may becombined or otherwise re-arranged in various implementations. In someimplementations, the memory 36 optionally stores a subset of the modulesand data structures identified above. Furthermore, the memory 36 maystore additional modules and data structures not described above.

FIG. 3 is an example block diagram illustrating a gaming server 106 inaccordance with some implementations of the present disclosure. Thegaming server 106 typically includes one or more processing units CPU(s)302 (also referred to as processors), one or more network interfaces304, memory 310, and one or more communication buses 308 forinterconnecting these components. The communication buses 308 optionallyinclude circuitry (sometimes called a chipset) that interconnects andcontrols communications between system components. The memory 310includes high-speed random access memory, such as DRAM, SRAM, DDR RAM orother random access solid state memory devices and optionally includesnon-volatile memory, such as one or more magnetic disk storage devices,optical disk storage devices, flash memory devices, or othernon-volatile solid state storage devices. The memory 310 optionallyincludes one or more storage devices remotely located from CPU(s) 302.The memory 310, or alternatively the non-volatile memory device(s)within the memory 310, comprises a non-transitory computer readablestorage medium. In some implementations, the memory 310 or alternativelythe non-transitory computer readable storage medium stores the followingprograms, modules and data structures, or a subset thereof:

-   -   an operating system 312, which includes procedures for handling        various basic system services and for performing hardware        dependent tasks;    -   optionally, a file system 314 which may be a component of        operating system 312, for managing files stored or accessed by        the gaming server 106;    -   a network communication module (or instructions) 316 for        connecting the server 106 with other devices (e.g., the        computing devices 102) via the one or more network interfaces        304 (wired or wireless), or the communication network 104 (FIG.        1);    -   a gaming server module 318 for managing a plurality of instances        of games, each instance corresponding to a different user and        each instance supporting a number of levels, and for tracking        user activities within such games;    -   an item database 328 to track the items 330 that are supported        by the game as well as the costs 332 of such items and the        characteristics 334 of such items, including, in instances where        such items 330 are virtual composite items, the subparts 335 of        such items;    -   a user profile database 336 that stores a user profile 338 for        each user of the game;    -   a level database 346 for storing the levels 348 that may be        offered to the gaming server module 318, and for each respective        level 348, the one or more challenges 349 associated with the        respective level.

In some implementations, one or more of the above identified elementsare stored in one or more of the previously mentioned memory devices,and correspond to a set of instructions for performing a functiondescribed above. The above identified modules or programs (e.g., sets ofinstructions) need not be implemented as separate software programs,procedures or modules, and thus various subsets of these modules may becombined or otherwise re-arranged in various implementations. In someimplementations, the memory 310 optionally stores a subset of themodules and data structures identified above. Furthermore, the memory310 may store additional modules and data structures not describedabove. Further, it will be appreciated that both non-composite items(e.g., referred to as items 66 in FIG. 2) and virtual composite items(e.g., referred to as virtual composite items 50 in FIG. 2). In someembodiments, non-composite and virtual composite items are storedseparately. In some embodiments, non-composite items stored in itemdatabase 320 do not include item subparts 335 whereas virtual compositeitems do include such subparts. One of skill in the art will appreciatethat there are any number of ways to track and store information aboutnon-composite items and composite items and all such ways are within thescope of the present disclosure.

Although FIGS. 2 and 3 show a “computing device 102” and a “gamingserver 106,” respectively, FIGS. 2 and 3 are intended more as functionaldescription of the various features which may be present in computersystems than as a structural schematic of the implementations describedherein. In practice, and as recognized by those of ordinary skill in theart, items shown separately could be combined and some items could beseparated.

FIG. 4 is a flow chart illustrating a method for playing a video game,e.g., using a computing device 102 and/or gaming server 106, inaccordance with some implementations.

In some implementations, a user initiates 402, at the computing device102, an instruction to start the game using the computing device 102A.In response, the gaming server 106 obtains the user profile 338associated with the user who just initiated the game. In somealternative embodiments (not shown), some or all of the components ofthe user profile is actually obtained from the user profile 48 storedlocally on the device 102 rather than obtaining a profile of the userfrom the server. In still other embodiments, some components of the userprofile are obtained from the user profile 48 of the device 102 whereasother components of the user profile are obtained from the user profile338 on the server. In some embodiments, a gaming server 106 is not usedand all the functionality shown for gaming server 106 is in factresident on the computing device 102.

FIG. 6 provides a screen shot of an example initial interface 601 thatis presented to the user via computing device 102 when the user hasinitiated the game. Referring to FIG. 6, an avatar 602 of the user isdepicted. In some embodiments, the user is able to customizecharacteristics of the avatar 602 and these customizations are stored inthe user profile of the user on computing device 102 and/or gamingserver 106. In some embodiments the name of the user is displayed 603.When the user selects the name, the user is able designate a title forthe name. As illustrated in interface 601 of FIG. 6, in someembodiments, multiple names 603 can be associated with a user and, foreach such name, a title can be designated. Each such name and title isstored in the user profile. In some embodiments, only a single name 603can be associated with a user and this name title is stored in the userprofile.

In the exemplary video game illustrated in FIG. 6, the user objective isto accumulate game credit by infiltrating enemy bases. As such, in thisexample, the base infiltrating constitutes the one or more challengesthe user is subjected to in an action format. In the exemplary videogame, the user's avatar 602 is challenged to infiltrate a base andcompromise a base target. In some embodiments, the base target is ahenchman in a particular room within the base. To compromise the basetarget the user must get through the base defenses. These base defensesinclude guards that are adverse to the user and fire weapons at theuser's avatar when the avatar is discovered by the defendants in thebase. To ward off and neutralize these defenses the user selects aweapon 630, which is one form of item 66. For instance, referring toFIG. 6, in the initial user interface, the default weapon for theillustrated user is a Commando XM-7 (650). Base infiltration is not aneasy task, it requires skill on the part of the user as well as goodweapons/items. Accordingly, the user can upgrade the weapon throughtoggle 606 of example initial interface 601 in exchange for game credit60. When the user selects to upgrade an item (e.g., weapon) throughtoggle 606, a menu such as that illustrated in FIGS. 7 and 8 areillustrated. FIG. 7 illustrates the weapon characteristics upgrades 702that are possible for one selected weapon, the Defender. FIG. 8illustrates the weapon characteristics upgrades that are possible foranother selected weapon, the Scout M390. In some embodiments, some ofthe weapon characteristics upgrades are locked until the user advancesto a higher level. As illustrated in FIG. 7, the user's level 704 ispresently “tier 1”, the lowest, or initial tier. As such, in someembodiments of the present disclosure, some weapon characteristicsupgrades are not available or are locked even though the user may havesufficient game credit. In panel 702, icon 706-1 represents damage—theamount of damage a weapon will inflict when it hits a target. In someembodiments, damage is rated on a numeric scale, such as 1 to 24, withhigher numbers representing more significant damage, and the user isable to exchange game credit, illustrated as icons 708-1 and 708-2 ofpanel 702 of FIG. 7, for a larger number on this scale. Referring toFIG. 2, in some embodiments, the fact that a user possesses a particularitem (e.g. weapon) is stored as element 66 in the user profile 48 whenthe item is a non-composite item and is stored as an element 50 when theweapon is a virtual composite item, and the item characteristics, suchas the damage number in the case of a weapon, is stored as an itemcharacteristic 68. Thus, in referring to FIG. 2, it will be appreciatedthat virtual composite items 50 may include characteristics in additionto subparts. For instance, a virtual composite item 50 may include anyof the characteristics 68 of a non-composite item 66. In fact, in someembodiments, items 66 and virtual composite items 50 are stored in thesame format in some embodiments, with the subparts 52 of the virtualcomposite items 50 being considered characteristics 68.

Continuing to refer to panel 702 of FIG. 7, other characteristics of anitem that are numerically ranked and individually stored as itemcharacteristics 68 in accordance with some embodiments of the presentdisclosure include recoil power 706-2, range 706-3, accuracy 706-4,critical hit chance 706-5, reload time 706-6, ammunition clip size706-7, and critical damage multiplier 706-8, in the case where suchitems 66 are weapons. In instances where the items are other thanweapons, such as magic spells, the characteristics of such items aredescriptive of such items. For instance, in the case of a magic spell,the characteristics may include the power of the spell, the range of thespell, and optionally the subparts of the spell (when the spell is avirtual composite item). For instance, in the case of a racing game inwhich the item is a car, the characteristics of the car may include thepower of the car, the engine size of the car, the precision of the car,and optionally the subparts of the car (when the car is a virtualcomposite item).

In panel 702 of FIG. 7, there are connections 708 between the icons 706for various item characteristics. In some embodiments, connections 708highlight the sequential order by which characteristics must be selectedin order to acquire a specific item characteristic. For instance, inorder to select the first instance of characteristic 706-2 or thecharacteristic 706-4 or the characteristic 706-6, the user must pay forthe characteristic 706-1. The same characteristic can be representedmultiple times in panel 702. For instance, characteristic 706-2 islisted twice (far left and far right of the screen image). Each instanceof characteristic 706-2 in the panel 702 allows the user to upgrade thecharacteristic to a better numeric level in exchange for game credit. Insome embodiments, achieving a better numeric level means increasing thenumeric level of the characteristic. In some embodiments, achieving abetter numeric level means decreasing the numeric level of thecharacteristic. In some embodiments, not all characteristic upgradescost the same. Accordingly, in some embodiments item database 320,illustrated in FIG. 3, is used to track which items 330 are available inthe game, the cost 332 of each such game, if any, the characteristics334 of each such item and the numeric scale of each such characteristic,the default characteristic value on the numeric scale of each suchcharacteristic, the amount of game credit that is required to advance(incrementally improve) each such characteristic by a predeterminedamount on their corresponding numeric scale, and optionally, when theitem is a virtual composite items, the subparts 335 of the item 330.

As illustrated in FIG. 8, not all the characteristics available for eachof the items are the same. As illustrated in FIG. 8, the Scout M390includes many of the same characteristics available for upgrade as theDefender of FIG. 7, such as upgrades 706-1, 706-5, 706-6, 706-7, and708-8. However, the Scout M390 also includes a silencer weapon upgrade806-1 and a scope sway intensity upgrade 806-2.

By selecting store icon 610 of FIG. 6, the user can select new items. Insome embodiments, when the user selects the store icon 610, itemcategories (e.g., assault rifles, sniper rifles, shotguns, tesla rifles,“equipment” such as knives, etc.) are presented to the user forselection. Upon selection of an item category, the user is presentedwith the items of that category. Referring to FIG. 4, each of the itempurchases and item upgrades made by the user is stored in the user'sprofile 422. Further, the user's profile 422 is updated to reflect theusage of game credit for these items and/or item upgrades. In step 406of FIG. 4, the user embarks on one or more challenges in order toacquire game credit 406. For instance, in one example, an avatar of theuser is posed against a plurality of defendants of a base in a threedimensional action shooting format in which the avatar and the pluralityof defendants are adverse to each other and fire weapons at each other.In this example, the avatar has an ability to fire a weapon in threedimensions during a campaign.

Referring to FIG. 6, in response to selection of the challenges button608, a description of available challenges is provided. In someembodiments, the available challenges are stored in level database 346on gaming server 106. FIG. 9 provides an example, in accordance with oneexample in accordance with the present disclosure, of challenges thatare available to a user. As was the case with item upgrades in someembodiments of the present disclosure, in some embodiments there is asequential order imposed on the challenges. That is, certain challengesmust be successfully completed by the player before other challenges canbe attempted. In panel 902 of FIG. 9, the sequential order of thechallenges is illustrated by lines 904. For instance, they show thatchallenges 948-1 or 948-4 must be attempted first, after which pointchallenges 948-2 and 948-5 can be attempted. Once challenge 948-2 issuccessfully completed, a line (not shown) is drawn to challenge 984-3on panel 902 indicating that it now may be attempted.

As an example, selection of challenge 948-1 on panel 902 leads directlyto the starting point of the challenge illustrated in FIG. 10. As such,the starting point of the challenge is considered a node in a graph insome embodiments. Here, the avatar 602 of the user is posed against aplurality of defendants 1004 of a base associated with the selectedchallenge in a three dimensional action shooting format in which theavatar 602 and a plurality of defendants 1004 are adverse to each otherand fire weapons at each other. Specifically, the avatar 602 has beenplaced in a first three-dimensional pre-fabricated section of a base, inthis example a warehouse that includes various barrels, boxes, cratesand a forklift 1006. Advantageously, the avatar 602 has an ability tofire a weapon in three dimensions. The user controls the view of thethree-dimensional section by, for example, touching the screen 26 of theuser device 102 of FIG. 2, making up, down, left, or right sweepmotions, or combinations thereof to view the room from any angle fromthe current vantage point of the avatar 602. In other embodiments, theuser controls the view of the three-dimensional section by, for example,entering select keyboard commands using the optional keyboard 28 of theuser device 102 of FIG. 2, thereby making up, down, left, or rightmotions, or combinations thereof to view the three-dimensional sectionfrom any angle from the current vantage point of the avatar 602. Instill other embodiments, the user controls the view of thethree-dimensional section by, for example, using an optional mouse ofthe user device 102 of FIG. 2, thereby making up, down, left, or rightmotions, or combinations thereof to view the three-dimensional sectionfrom any angle from the current vantage point of the avatar 602. In someembodiments, the user can switch weapons dynamically during a campaignby selecting option 1008, which stops the campaign clock 1010, andallows the user to select from among the items in the user's profile 48for usage in the campaign. Each of the above examples of user directedinput represent examples of instructions received from a user responsiveto one or more challenges.

In some embodiments, the clock 1010 reports the amount of time left forthe user to complete the challenge. For instance, in the exampleillustrated in FIG. 10, this represents a deadline before which theavatar 602 must neutralize the base target in order to receive gamecredit. If the avatar 602 neutralizes the base target before the clock1010 counts down to zero (or counts up to some predetermined time), thenthe challenge is deemed successful (408). If the avatar 602 does notneutralize the base target before the clock 1010 counts down to zero (orcounts up to some predetermined time) or is killed by defenders 1004,then the challenge is deemed unsuccessful (410).

FIG. 5 is an example flow chart illustrating a method 500 in accordancewith embodiments of the present disclosure in which a user plays a videogame on a computing system (e.g., a handheld mobile device (508)). Inthe method, a user is subjected to one or more challenges in an actionformat, where the user is associated with a first gaming level 348 in aplurality of discrete gaming levels associated with the game 502. Intypical embodiments, each successive gaming level 348 in the pluralityof gaming levels is achieved by the user through successful completionof one or more challenges. Such challenges are game specific. Forinstance, in an action game, the challenge may be successfulneutralization of an adversary. In a driving game, the challenge may besuccessful completion of a particular racing circuit using a specificcar within a certain period of time.

In one specific embodiment, the one or more challenges comprise acampaign in which an avatar of the user is posed against a plurality ofdefendants in a three dimensional action hand-to-hand combat format. Theavatar and the plurality of defendants are adverse to each other. Insuch embodiments, the avatar has an ability to handle a weapon duringthe campaign (504).

In another specific embodiment, the one or more challenges comprise acampaign in which an avatar of the user is posed against a plurality ofdefendants in a three dimensional action shooting format. The avatar andthe plurality of defendants are adverse to each other and fire weaponsat each other. In such embodiments, the avatar has an ability to fire aweapon in three dimensions during the campaign (506).

Referring to FIG. 5, the method continues as instructions are receivedfrom a user responsive to the one or more challenges (510). Forinstance, in a racing game, the instructions are control instructionsover a racing car. In an action adventure game in which there is anavatar for the user, the instructions are movement instructions thatinstruct on the movement of the avatar, instructions on which items(e.g., weapons) associated with the user are to be used, andinstructions for using such items.

In some embodiments, upon satisfactory completion of the one or morechallenges, the gaming level of the user is advanced from the firstgaming level to a second gaming level in the plurality of discretegaming levels (512). In some such embodiments, when the user advanceslevels, the nature of the challenges the user is posed against changes.For instance, in a car racing game, the user is faced with new carracing circuits. Moreover, in some embodiments, the items that the useris able to acquire changes as the user advances to higher levels.

Referring to FIG. 5, the method continues as the user is provided with afirst mechanism for acquiring a first subpart from among a plurality ofsubparts at a stage in the game in which the user has collected none ofthe subparts in the plurality of subparts. The subparts in the pluralityof subparts collectively define a virtual composite item that has avalue within the game. FIG. 11 illustrates. In FIG. 11, the user ispresented with a panel 1102 presenting an opportunity to win items1104-1 (Intimidator), 1104-2 (Hyper Boiler), etc. in a mystery boxsetting. The cost of this chance is presented as well as affordance1106. FIG. 12 illustrates such a mystery box 1202.

In FIG. 12, a plurality of representations is displayed. Each respectiverepresentation 1204 in the plurality of representations corresponds toan item 330 in a plurality of items. Further, each respective item inthe plurality of items has a corresponding item characteristic grade 334in a plurality of item characteristic grades. Further, each respectiveitem in the plurality of items is associated with a probability of beingawarded that is determined, at least in part, by the characteristicgrade of the respective item. At least one item in the plurality ofitems is a subpart of the virtual composite item. Along with theplurality of representations, a cost 1210 for the chance to win arepresented item is displayed. Responsive to the user selecting anaffordance 1106 that commits the user to paying the cost, the user isawarded with a single item from among the plurality of items. In FIG.12, the cost is displayed directly on the affordance and the affordanceis a toggle button. The selected single item that is awarded to the useris chosen in accordance with the probability associated with each itemin the plurality of items (516). In some embodiments, the cost for thechance is payable through a first form of currency and the user acquiresthe first form of currency through payment of monetary funds (518). Insome embodiments, the cost for the chance is payable through a firstform of currency and the user acquires the first form of currencythrough successful completion of the one or more challenges (520).

FIG. 12 illustrates one form of mechanism for acquiring a subpart of avirtual composite item. In fact, FIG. 12 illustrates a non-guaranteeddistribution mechanism, in that the user is not guaranteed to win asubpart of a virtual composite item. However, the present disclosure isnot so limited and encompasses a broad range of mechanisms by which auser may acquire subparts of a virtual composite item. For instance, insome embodiments, the subparts are hidden in the game topology and theuser must find the subparts. In some embodiments, the user is awarded asubpart for successful completion of a challenge. In still otherembodiments, the user may purchase subparts. Moreover, these subpartdistribution mechanisms are not mutually exclusive. A given video gamemay invoke any combination of these and other subpart distributionmechanisms.

FIG. 13 illustrates a tallying of the subparts 335 in a plurality ofsubparts for a virtual composite item that a user has so far acquired ina video game. As illustrated in FIG. 13, the user has acquired thesightscope subpart 335-1-1, the stock subpart 335-1-2, the bolt subpart335-1-3, the barrel subpart 335-1-4, but has not yet collected the hangguard subpart 335-1-5, the muzzle subpart 335-1-6, the grip subpart335-1-7, or the magazine subpart 335-1-8. In some embodiments, until theuser collects these four remaining subparts, the virtual composite item,here the Piercer-ex, will not have any functional utility in the videogame (514).

In some embodiments, the virtual composite item is a weapon, a tool, apotion, a user progression upgrade, a user health status upgrade, or auser power status upgrade (522). In some embodiments, each subpart inthe plurality of subparts is a portion of the blueprints for the makingthe virtual composite item 524, such as a defensive base, an offensivebase, a weapon, or a car (526). In some embodiments, each subpart in theplurality of subparts is an ingredient for the making the virtualcomposite item (528), such as magic spell, a potion, a recipe, a bomb,or a medicine (530).

Referring to FIG. 9, in some embodiments, the video game ischaracterized by a graph having a plurality of nodes 948 connected byedges 904 in a plurality of edges, each node in the plurality of nodesis associated with a gaming level in the plurality of discrete gaminglevels, each edge in the plurality of edges represents one or morechallenges, progression from a first node to a second node in theplurality of nodes occurs along a corresponding edge in the graph thatlinks the first and second nodes by user completion of one or moreobstacles associated with the corresponding edge (532). In some suchembodiments, the value of the virtual composite item remains constantupon progression from node to node in the directed graph (534). Forinstance, consider the case in which the virtual composite item is aweapon. In such embodiments where the of the virtual composite itemremains constant upon progression from node to node in the directedgraph, the weapon remains effective as the user progress from node tonode in the graph, and therefore, remains effective as the user facesmore difficult challenges in more difficult levels. In some alternativeembodiments, the value of the virtual composite item diminishes uponprogression from node to node in the directed graph (536). In suchembodiments where the of the virtual composite item diminishes uponprogression from node to node in the directed graph, the weapon losesits effectiveness as the user progress from node to node in the graph,and therefore, is not effective as the user faces more difficultchallenges in more difficult levels. This forces the user to acquire newitems. In some games, the value of some items or virtual composite itemsremains constant across the plurality of levels of the game whereas thevalue of other items or virtual items various across the plurality oflevels of the game.

Referring to FIG. 5, the method continues by providing the user with asecond mechanism for acquiring a second subpart from among the pluralityof subparts (538). In some embodiments, the second mechanism is providedcontingent upon the user reaching the second gaming level (540). In someembodiments, the first mechanism is the same as the second mechanism. Insome embodiments, the first mechanism is different than the secondmechanism. Use of the virtual composite item is enabled when the userhas collected the entire plurality of subparts (542).

Throughout this disclosure the terms profile 48 and profile 338 havebeen used interchangeably. While a profile 48 is found on a computingdevice 102 associated with a particular user and a profile 338 is foundin a user profile database 336 on a gaming server 106, the presentdisclosure encompasses all possible variants of such a schema, includingembodiments in which profile 48 does not exist or profile 338 does notexist and including embodiments in which some user information is foundin profile 48 and some user information is found in profile 338. It isfor this reason that the terms profile 48 and profile 338 have been usedinterchangeably in the present disclosure. Likewise, the terms “player”and “user” have been used interchangeably throughout the presentdisclosure.

Plural instances may be provided for components, operations orstructures described herein as a single instance. Finally, boundariesbetween various components, operations, and data stores are somewhatarbitrary, and particular operations are illustrated in the context ofspecific illustrative configurations. Other allocations of functionalityare envisioned and may fall within the scope of the implementation(s).In general, structures and functionality presented as separatecomponents in the example configurations may be implemented as acombined structure or component. Similarly, structures and functionalitypresented as a single component may be implemented as separatecomponents. These and other variations, modifications, additions, andimprovements fall within the scope of the implementation(s).

It will also be understood that, although the terms “first,” “second,”etc. may be used herein to describe various elements, these elementsshould not be limited by these terms. These terms are only used todistinguish one element from another. For example, a first mark could betermed a second mark, and, similarly, a second mark could be termed afirst mark, without changing the meaning of the description, so long asall occurrences of the “first mark” are renamed consistently and alloccurrences of the “second mark” are renamed consistently. The firstmark, and the second mark are both marks, but they are not the samemark.

The terminology used herein is for the purpose of describing particularimplementations only and is not intended to be limiting of the claims.As used in the description of the implementations and the appendedclaims, the singular forms “a”, “an” and “the” are intended to includethe plural forms as well, unless the context clearly indicatesotherwise. It will also be understood that the term “and/or” as usedherein refers to and encompasses any and all possible combinations ofone or more of the associated listed items. It will be furtherunderstood that the terms “comprises” and/or “comprising,” when used inthis specification, specify the presence of stated features, integers,steps, operations, elements, and/or components, but do not preclude thepresence or addition of one or more other features, integers, steps,operations, elements, components, and/or groups thereof.

As used herein, the term “if” may be construed to mean “when” or “upon”or “in response to determining” or “in accordance with a determination”or “in response to detecting,” that a stated condition precedent istrue, depending on the context. Similarly, the phrase “if it isdetermined (that a stated condition precedent is true)” or “if (a statedcondition precedent is true)” or “when (a stated condition precedent istrue)” may be construed to mean “upon determining” or “in response todetermining” or “in accordance with a determination” or “upon detecting”or “in response to detecting” that the stated condition precedent istrue, depending on the context.

The foregoing description included example systems, methods, techniques,instruction sequences, and computing machine program products thatembody illustrative implementations. For purposes of explanation,numerous specific details were set forth in order to provide anunderstanding of various implementations of the inventive subjectmatter. It will be evident, however, to those skilled in the art thatimplementations of the inventive subject matter may be practiced withoutthese specific details. In general, well-known instruction instances,protocols, structures and techniques have not been shown in detail.

The foregoing description, for purpose of explanation, has beendescribed with reference to specific implementations. However, theillustrative discussions above are not intended to be exhaustive or tolimit the implementations to the precise forms disclosed. Manymodifications and variations are possible in view of the aboveteachings. The implementations were chosen and described in order tobest explain the principles and their practical applications, to therebyenable others skilled in the art to best utilize the implementations andvarious implementations with various modifications as are suited to theparticular use contemplated.

1. A computing system for playing a video game, the computing systemcomprising one or more processors and memory storing one or moreprograms for execution by the one or more processors, the one or moreprograms singularly or collectively executing a method comprising: (A)subjecting a user to one or more challenges in an action format in afirst gaming level retrieved from a game level database, wherein anidentity of the first game level is obtained from a profile associatedwith the user retrieved from a user profile database stored in thememory, wherein the game level database is stored in the memory andcomprises a plurality of discrete gaming levels associated with thevideo game, wherein a level of difficulty of each gaming level isdifferent; (B) receiving instructions from the user responsive to theone or more challenges; (C) providing the user with a first mechanismfor acquiring a first subpart from among a plurality of subparts at astage in the video game in which the user has collected none of thesubparts in the plurality of subparts, wherein the subparts in theplurality of subparts collectively define a virtual composite item thathas a value within the video game, the subparts do not havefunctionality within the video game until the user has collected theentire plurality of subparts, and the first mechanism is a chance toacquire the first subpart by: (i) displaying a plurality ofrepresentations, each respective representation in the plurality ofrepresentations corresponding to an item in a plurality of items storedin an item database in the memory, wherein each respective item in theplurality of items has a corresponding item characteristic grade in aplurality of item characteristic grades, and wherein each respectiveitem in the plurality of items is associated with a probability of beingawarded that is determined, at least in part, by the characteristicgrade of the respective item, and wherein at least one item in theplurality of items is the first subpart and at least one item in theplurality of items is not the first subpart, (ii) displaying a cost forthe chance, and (iii) responsive to the user selecting an affordancethat commits the user to paying the cost, awarding the user with asingle item from among the plurality of items, wherein the selectedsingle item that is awarded to the user is chosen in accordance with theprobability associated with each item in the plurality of items; (D)subsequent to the providing (C), providing the user with a secondmechanism for acquiring a second subpart from among the plurality ofsubparts; and (E) enabling use of the virtual composite item when theuser has collected the entire plurality of subparts and is in theprofile associated with the user.
 2. (canceled)
 3. The computing systemof claim 1, wherein the cost for the chance is payable through a firstform of currency, and wherein the user acquires the first form ofcurrency through payment of monetary funds.
 4. The computing system ofclaim 1, wherein the cost for the chance is payable through a first formof currency, wherein the user acquires the first form of currencythrough successful completion of the one or more challenges.
 5. Thecomputing system of claim 1, wherein each subpart in the plurality ofsubparts is a portion of blueprints for the making the virtual compositeitem.
 6. The computing system of claim 5, wherein the virtual compositeitem is a defensive base, an offensive base, a weapon, or a car.
 7. Thecomputing system of claim 1, wherein each subpart in the plurality ofsubparts is an ingredient for the making of the virtual composite item.8. The computing system of claim 7, wherein the virtual composite itemis a potion.
 9. The computing system of claim 1, wherein uponsatisfactory completion of the one or more challenges, the gaming levelof the user is advanced from the first gaming level to a second gaminglevel in the plurality of discrete gaming levels.
 10. The computingsystem of claim 9, wherein the providing (D) is executed contingent uponthe user reaching the second gaming level.
 11. The computing system ofclaim 1, wherein the virtual composite item is a weapon, a tool, apotion, a user progression upgrade, a user health status upgrade, or auser power status upgrade.
 12. The computing system of claim 1, whereinthe video game is characterized by a graph having a plurality of nodesconnected by edges in a plurality of edges, each node in the pluralityof nodes is associated with a gaming level in the plurality of discretegaming levels, each edge in the plurality of edges represents one ormore obstacles, progression from a first node to a second node in theplurality of nodes occurs along a corresponding edge in the graph thatlinks the first and second nodes by user completion of one or moreobstacles associated with the corresponding edge, wherein a level ofdifficulty of the completion of the one or more obstacles is associatedwith the level of difficulty of the gaming level of the first nodeassociated with the corresponding edge and wherein a clock is displayedthat is continuously updated to report an amount of time left for theuser to complete the one or more obstacles, and the value of the virtualcomposite item remains constant upon progression from node to node inthe directed graph.
 13. The computing system of claim 1, wherein thevideo game is characterized by a graph having a plurality of nodesconnected by edges in a plurality of edges, each node in the pluralityof nodes is associated with a gaming level in the plurality of discretegaming levels, each edge in the plurality of edges represents one ormore obstacles, advancement from a first node to a second node in theplurality of nodes occurs along a corresponding edge in the graph thatlinks the first and second nodes by user completion of one or moreobstacles associated with the corresponding edge, wherein a level ofdifficulty of the completion of the one or more obstacles is associatedwith the level of difficulty of the gaming level of the first nodeassociated with the corresponding edge and wherein a clock is displayedthat is continuously updated to report an amount of time left for theuser to complete the one or more obstacles, and the value of the virtualcomposite item diminishes upon progression from node to node in thedirected graph.
 14. The computing system of claim 1, wherein the one ormore challenges comprises a campaign in which an avatar of the user isposed against a plurality of defendants in a three dimensional actionhand-to-hand combat format, wherein the avatar and the plurality ofdefendants are adverse to each other, and wherein the avatar has anability to handle a weapon during the campaign.
 15. The computing systemof claim 1, wherein the one or more challenges comprises a campaign inwhich an avatar of the user is posed against a plurality of defendantsin a three dimensional action shooting format and in which the avatarand the plurality of defendants are adverse to each other and fireweapons at each other and wherein the avatar has an ability to fire aweapon in three dimensions during the campaign.
 16. The computing systemof claim 1, wherein the computing system is a handheld mobile device.17. A non-transitory computer readable storage medium comprisinginstructions for execution by one or more processors to perform a methodof playing a video game, the method comprising: (A) subjecting a user toone or more challenges in an action format in a first gaming levelretrieved from a game level database, wherein an identity of the firstgame level is obtained from a profile associated with the user retrievedfrom a user profile database stored in the non-transitory computerreadable storage medium, wherein the game level database is stored inthe non-transitory computer readable storage medium and comprises aplurality of discrete gaming levels associated with the video game,wherein a level of difficulty of each gaming level is different; (B)receiving instructions from the user responsive to the one or morechallenges; (C) providing the user with a first mechanism for acquiringa first subpart from among a plurality of subparts at a stage in thevideo game in which the user has collected none of the subparts in theplurality of subparts, wherein the subparts in the plurality of subpartscollectively define a virtual composite item that has a value within thevideo game, the subparts do not have functionality within the video gameuntil the user has collected the entire plurality of subparts, and thefirst mechanism is a chance to acquire the first subpart by: (i)displaying a plurality of representations, each respectiverepresentation in the plurality of representations corresponding to anitem in a plurality of items stored in an item database in thenon-transitory computer readable storage medium, wherein each respectiveitem in the plurality of items has a corresponding item characteristicgrade in a plurality of item characteristic grades, and wherein eachrespective item in the plurality of items is associated with aprobability of being awarded that is determined, at least in part, bythe characteristic grade of the respective item, and wherein at leastone item in the plurality of items is the first subpart and at least oneitem in the plurality of items is not the first subpart, (ii) displayinga cost for the chance, and (iii) responsive to the user selecting anaffordance that commits the user to paying the cost, awarding the userwith a single item from among the plurality of items, wherein theselected single item that is awarded to the user is chosen in accordancewith the probability associated with each item in the plurality ofitems; (D) subsequent to the providing (C), providing the user with asecond mechanism for acquiring a second subpart from among the pluralityof subparts; and (E) enabling use of the virtual composite item when theuser has collected the entire plurality of subparts and is in theprofile associated with the user.
 18. (canceled)
 19. The non-transitorycomputer readable storage medium of claim 17, wherein each subpart inthe plurality of subparts is a portion of blueprints for the making thevirtual composite item.
 20. The non-transitory computer readable storagemedium of claim 19, wherein the virtual composite item is a defensivebase, an offensive base, a weapon, or a car.
 21. The non-transitorycomputer readable storage medium of claim 17, wherein each subpart inthe plurality of subparts is an ingredient for the making the virtualcomposite item.
 22. The non-transitory computer readable storage mediumof claim 21, wherein the virtual composite item is a potion.
 23. Thenon-transitory computer readable storage medium of claim 17, whereinupon satisfactory completion of the one or more challenges, the gaminglevel of the user is advanced from the first gaming level to a secondgaming level in the plurality of discrete gaming levels.
 24. Thenon-transitory computer readable storage medium of claim 23, wherein theproviding (D) is executed contingent upon the user reaching the secondgaming level.
 25. The non-transitory computer readable storage medium ofclaim 17, wherein the virtual composite item is a weapon, a tool, apotion, a user progression upgrade, a user health status upgrade, or auser power status upgrade.
 26. The non-transitory computer readablestorage medium of claim 17, wherein the game is characterized by a graphhaving a plurality of nodes connected by edges in a plurality of edges,each node in the plurality of nodes is associated with a gaming level inthe plurality of discrete gaming levels, each edge in the plurality ofedges represents one or more obstacles, progression from a first node toa second node in the plurality of nodes occurs along a correspondingedge in the graph that links the first and second nodes by usercompletion of one or more obstacles associated with the correspondingedge, wherein a level of difficulty of the completion of the one or moreobstacles is associated with the level of difficulty of the gaming levelof the first node associated with the corresponding edge and wherein aclock is displayed that is continuously updated to report an amount oftime left for the user to complete the one or more obstacles, and thevalue of the virtual composite item remains constant upon progressionfrom node to node in the directed graph.
 27. The non-transitory computerreadable storage medium of claim 17, wherein the game is characterizedby a graph having a plurality of nodes connected by edges in a pluralityof edges, each node in the plurality of nodes is associated with agaming level in the plurality of discrete gaming levels, each edge inthe plurality of edges represents one or more challenges, progressionfrom a first node to a second node in the plurality of nodes occursalong a corresponding edge in the graph that links the first and secondnodes by user completion of one or more obstacles associated with thecorresponding edge, wherein a level of difficulty of the completion ofthe one or more obstacles is associated with the level of difficulty ofthe gaming level of the first node associated with the correspondingedge and wherein a clock is displayed that is continuously updated toreport an amount of time left for the user to complete the one or moreobstacles, and the value of the virtual composite item diminishes uponprogression from node to node in the directed graph.
 28. A method forplaying a video game comprising: at a computer system having processorsand a memory: (A) subjecting a user to one or more challenges in anaction format in a first gaming level retrieved from a game leveldatabase, wherein an identity of the first game level is obtained from aprofile associated with the user retrieved from a user profile databasestored in the memory, wherein the game level database is stored in thememory and comprises a plurality of discrete gaming levels associatedwith the video game, wherein a level of difficulty of each gaming levelis different; (B) receiving instructions from the user responsive to theone or more challenges; (C) providing the user with a first mechanismfor acquiring a first subpart from among a plurality of subparts at astage in the video game in which the user has collected none of thesubparts in the plurality of subparts, wherein the subparts in theplurality of subparts collectively define a virtual composite item thathas a value within the video game, the subparts do not havefunctionality within the video game until the user has collected theentire plurality of subparts, and the first mechanism is a chance toacquire the first subpart by: (i) displaying a plurality ofrepresentations, each respective representation in the plurality ofrepresentations corresponding to an item in a plurality of items storedin an item database in the memory, wherein each respective item in theplurality of items has a corresponding item characteristic grade in aplurality of item characteristic grades, and wherein each respectiveitem in the plurality of items is associated with a probability of beingawarded that is determined, at least in part, by the characteristicgrade of the respective item, and wherein at least one item in theplurality of items is the first subpart and at least one item in theplurality of items is not the first subpart, (ii) displaying a cost forthe chance, and (iii) responsive to the user selecting an affordancethat commits the user to paying the cost, awarding the user with asingle item from among the plurality of items, wherein the selectedsingle item that is awarded to the user is chosen in accordance with theprobability associated with each item in the plurality of items; (D)subsequent the providing (C), providing the user with a second mechanismfor acquiring a second subpart from among the plurality of subparts; and(E) enabling use of the virtual composite item when the user hascollected the entire plurality of subparts and is in the profileassociated with the user.
 29. The method of claim 28, wherein the gameis characterized by a graph having a plurality of nodes connected byedges in a plurality of edges, each node in the plurality of nodes isassociated with a gaming level in the plurality of discrete gaminglevels, each edge in the plurality of edges represents one or moreobstacles, progression from a first node to a second node in theplurality of nodes occurs along a corresponding edge in the graph thatlinks the first and second nodes by completing one or more obstaclesassociated with the corresponding edge, wherein a level of difficulty ofthe completion of the one or more obstacles is associated with the levelof difficulty of the gaming level of the first node associated with thecorresponding edge and wherein a clock is displayed that is continuouslyupdated to report an amount of time left for the user to complete theone or more obstacles, and the value of the virtual composite itemremains constant upon progression from node to node in the directedgraph.
 30. The method of claim 28, wherein the game is characterized bya graph having a plurality of nodes connected by edges in a plurality ofedges, each node in the plurality of nodes is associated with a gaminglevel in the plurality of discrete gaming levels, each edge in theplurality of edges represents one or more obstacles, progression from afirst node to a second node in the plurality of nodes occurs along acorresponding edge in the graph that links the first and second nodes byuser completion of one or more challenges associated with thecorresponding edge, wherein a level of difficulty of the completion ofthe one or more obstacles is associated with the level of difficulty ofthe gaming level of the first node associated with the correspondingedge and wherein a clock is displayed that is continuously updated toreport an amount of time left for the user to complete the one or moreobstacles, and the value of the virtual composite item diminishes uponprogression from node to node in the directed graph.
 31. The computingsystem of claim 7, wherein the virtual composite item is a magic spell.32. The non-transitory computer readable storage medium of claim 21,wherein the virtual composite item is a magic spell.